A downloadable campaign

Release date: 2022-04-30

This is an unofficial port of the Bright Island campaign from Serious Sam Classics: Revolution to Serious Sam Classic: The Second Encounter.

Originally made by Alligator Pit & Croteam.

I didn't fix any of the bugs that are present in the campaign, nor did I optimize anything. This is how Croteam intended us to experience it, so this is what you get :)

Q: What's the point of this port?
A: Revolution bad.

Slightly longer answer: To allow Classics nerds (such as myself) to enjoy it like any other levels for TSE v1.07. And you can play it through any of your favorite mods with any of your favorite friends! (SSR netcode is bad, stop lying to yourself)

Notes about the port

  • Most changes were done automatically for convenience.
  • Ghostbuster and Plasma Thrower (with Plasma Packs) were replaced with Laser Rifle (with Electricity).
  • Minelayer (with Mine Packs) was replaced with Grenade Launcher (with Grenades).
  • Serious Jump powerups were replaced with bouncers where appropriate.
  • Soundless (Default.wav) SoundHolders and VoiceHolders has been deleted (they were like this in SSR as well, just didn't play the default sound).
  • Barrier brushes has been turned into portal brushes (no physical objects can go through them).
  • Beheaded Commando boss (1st level) behaves like Beheaded Bomberman but still preserves Commando's health and appearance.
  • Monster Arachnoid boss (3rd level) behaves like Classics' "obsolete" Monster Arachnoid and preserves the boss' health.
  • Beheaded Vaporwave enemies were replaced with Beheaded Firecrackers.
  • Spawner (Gizmo) Bio-mechanoids were replaced with Soldiers.
  • Artillery (Cannon) Bio-mechanoids were replaced with Sergeants.
  • All Ughzy enemies were replaced with Bio-mechanoids (Sergeants for Normal and Big, Soldier for Small).
  • Various elemental/golem types are now all lava ones. The final ones have appropriate models and damage particles to replicate the original looks + the air type cannot be damaged with hitscan weapons.
  • "Toggle lights X" and "Toggle controlled lights X" blend modes are replaced with "Activate plate X" blend modes.

Porting periods: October-November 2021; April 2022

Version 1.1: 2023-07-23

StatusReleased
CategoryGame mod
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorDreamy Cecil
GenreAction
Tagscampaign, mappack, port, revolution, serious-sam

Download

Download
CECIL_BrightIsland_1.1.gro 144 MB

Install instructions

  1. Navigate to your Serious Sam Classic: The Second Encounter installation folder, for example:
    - "C:\Program Files (x86)\Games\Croteam\Serious Sam - The Second Encounter"
    - "C:\Program Files (x86)\Steam\steamapps\common\Serious Sam Classic The Second Encounter"
  2. Place the downloaded GRO file in the game directory.

Development log

Comments

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So I recently played and finished this mappack, now I will give my honest opinion. I think it's great but 2 levels are REALLY unbalanced. Now I never physically played the original Bright Island so I don't know if some of the faults here are the same there but here are my honest feedbacks.

I think the 3rd final fight in Sunken Pyramid REALLY needs to be optimized, the monsters are really unfair and it was so bad that I had to cheat my way to victory. I know that the author clearly stated that 

"I didn't fix any of the bugs that are present in the campaign, (sic) nor did I optimize anything. This is how Croteam intended us to experience it, so this is what you get" 

And I totally see where he is coming from, but that still doesn't mean that you should put out an unbalanced product. The original versions kinda made sense since they had the Serious Jump powerup, but here I think the one or two ways he can fix it is either by changing the monsters to more weaker monsters "Beheaded Soliders, Gnaars etc" or "if" it's possible, program the teleporters in a way where the monsters themselves won't use them.

But the worst part in my opinion will be the final boss fight in Steps of Despair, cause before you even start the boss fight. You litterally fight a shit ton of Lava Golems "and some Major Biomechs" and essentially foreshadows the boss fight cause at the end.......... You guessed it! You fight MORE Lava Golems. Essentially it's just the final fight in Alley of the Sphinxes from First Encounter but repeating it 4 times.

However the main problem I have is that like I said I never played the Revolutions Bright Island so no idea if whether this exists there or not. But whenever I finish a specific boss fight, I immediately get killed. I don't know if I did something wrong or it's a bug but I have to report it. And the only way to bypass that is by turning on God mode.

And as for the new enemies and weapons, the latter cannot be added since it's just a simple mission-pack, not a full conversion and I agree with that however I think the enemies one can be solved since AMIC is a thing, but I am not fully sure since I don't have a lot of idea about that.

Or at the very least, the author can reskin an existing enemy with the newer enemies and give a fake illusion. Cause hey that's better than nothing.

In conclusion, this mappack is great for those who don't wanna buy Revolutions and wanna stick to vanilla Second Encounter. But the 2 issues like I stated are the 3rd arena fight in Sunken Pyramid and the boss battle in Steps of Despair, those 2 being unplayable without cheats and needs to be seriously fixed. Again I know where the author is coming from but it needs to be playable somewhat.

Anyways that's my own unbiased, honest review of this mappack. It's good but needs more work, and I would greatly appreciate if Dreamy Cecil will see this comment and feedback, it needs another update.

(1 edit)

Thanks for the feedback. A small update has been released.

(+2)

Finally we got these maps freed out of the cage called "Revolution"!

(+2)

Epic